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AI Pr0n

AI Pr0n. Maximum Exposure of your debug info!. By David “Rez” Graham. Who's this Rez guy, anyway?. Who's this Rez guy, anyway?. Who's this Rez guy, anyway?. Who's this Rez guy, anyway?. Who's this Rez guy, anyway?. Who's this Rez guy, anyway?. Who's this Rez guy, anyway?.

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AI Pr0n

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  1. AI Pr0n Maximum Exposure of your debug info! By David “Rez” Graham

  2. Who's this Rez guy, anyway?

  3. Who's this Rez guy, anyway?

  4. Who's this Rez guy, anyway?

  5. Who's this Rez guy, anyway?

  6. Who's this Rez guy, anyway?

  7. Who's this Rez guy, anyway?

  8. Who's this Rez guy, anyway?

  9. Crash-Course on Sims AI Developing the tools of Sims Medieval Navigation Tools Nav Mesh Path Info Routing Pane Decision Making Tools Autonomy Window Decision Making Attempted Interactions What We’re Going to Talk About

  10. Meta Autonomy Which lot should I be on? Based on venue desire tuned by designers Schedules Local Autonomy What should I do on my current lot? Based on Utility provided for each interaction on each object Utility is based on Commodities, like hunger, energy, social, etc. Sims AI Crash Course

  11. Developing Tools • Most AI tools were written in C# • Gameplay code was in C# • AI Tools & Gameplay code were fully integrated • The Good: • Gameplay programmers became tools programmers • Fast turnaround thanks to .NET functionality • Used the same data structures and calculation code • The Bad: • Tools broke when hitting a breakpoint • Code was spread out • Exception to C#: Routing • All routing code was in C++ • Easier to do specialized rendering for paths, routing mesh, etc.

  12. Route Debugging

  13. Nav Mesh & Routing Slots Objects change mesh at runtime Nav Mesh Interactions can also effect mesh Routing Slots

  14. Path Info & Walker States Walker State Path Plans Mover Destination

  15. Routing Pane Failure Reason Start & Goal Positions Requestor Sim History Routing pane tool toggles

  16. Autonomy Window Commodities Autonomy Tool Tabs History

  17. Decision Making: Scores Tab The interaction that would have been chosen this turn is bolded The last chosen interaction is colored in green Interactions that fail the Test() function are colored in red

  18. Attempted Interactions Tab

  19. Final Thoughts • Tool Integration is a balancing act • Tools should be easy to extend • Tools should be interactive • If you can see it, you should be able to change it • Color is your friend • Learn from syntax highlighting • History is important • History is often the key to understanding why something entered a bad state

  20. Thank You! Email: rez@ea.com

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